With a careful raping of well-meaning rules, it is possible for Shadowrun
to support a number of positively silly artifacts. Here's a few raw examples.

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Orpheus' Needle
This is a somewhat archaic syringe, dental-grade steel and glass. Unlike
the normal tools of chemical addicts, the device is clean and unblemished.
The more martial-minded might note that it seems sturdy enough to use as
a stabbing weapon.

Of unknown origin and purpose, this device has facilitated the death of dozens
or even hundreds of metahumans during its long career. When claimed by a
new owner (usually by theft or after the death of the previous owner), it
forms a subtle mental link with their consciousness, insinuating thoughts
and cravings into their dreams and waking desires. Soon, the victim, if not
already a junkie, begins craving something unknown...something that the needle
can provide. The spirit within the needle uses its Wealth power to produce
any sort of injectible drug-heroin, cocaine in a solution of sterile water,
distillate of stone toad skin, elven adrenaline, steroids, rare blood types...anything
the user can imagine or desire. With the careful prompting of the spirit,
those imaginings and desires can grow very great indeed.

Anyone may freely use the needle, but must pay its price: for each dose injected,
the spirit drinks one karma point from the user. Often, the maddening tauntings
of the spirit, coupled with the chemical addiction, lead the users to untimely
deaths. At other times-when the victim has no karma, for example-the spirit
uses its Accident power to cause an immediate overdose.

In the unlikely event the needle is ever used as a weapon, the needle binds
itself to the target, usually at a major vein, and injects a horrible drug
or poison. Should the victim be unarmored, it inevitably influences its wielder
to stab it into the heart and begins to greedily drink the victim's karma,
not stopping until the target is exhausted.

While the spirit within the needle is a corrupt shadow, it was not always
thus. Forensic magicians with Lonestar believe it was originally crafted
for a unique magical tradition that utilizes psychoactive drugs to achieve
states of altered consciousness.

Orpheus' Needle is a unique, free ally spirit bound into the form of a hypodermic
needle. It has a Force of 8, 7 karma, and the following powers, which are
somewhat limited:
Accident (only when someone without karma uses the Needle)
Binding (only when used to attack another)
Influence (only with someone who has claimed the Needle)
Karma Tap (only when someone uses the Needle, or strikes an unarmored target)
Thought Link (only with someone who has claimed the Needle)
Wealth (drugs and injectable substances only)

The spirit's only skill is Pharmacology: 8.

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The Endless Six-ShooterA modern remake of the classic pre-American Civil War era Navy Colt .36
caliber six-shooter, cast from a genuine iron church bell, with a hilt made
from golden boar tusk. Custom-finished with silver and orichalcum arabesque-designs
and half-centimeter tall runes.

Aside from being a fine firearm that many a pistol enthusiast would be happy
to add to their collection, this weapon is a stacked Anchoring Focus (2) [Enhance
Aim]/Specific Spell [Spiritbolt] focus (4). In addition, the focus is a Unique
Enchantment with a Force 6 free fire elemental is bound within it by it's
True Name. The free spirit possesses the Wealth power, which is used to make
an "endless" supply of silver bullets for the gun.

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The Astral EyePopular with groggies, especially who've lost an eye, this prosthetic
resembles a glass eye, but is made of a cache of golden amber recovered from
the Black Sea, encircled by a hair-thin orichalcum wire, and engraved with
a single potent rune.

The Astral Eye is a prosthetic for magicians, especially those who've lost
an eye. The eye is a stacked Anchoring Focus (4) [Astral Window]/Specific
Spell [Astral Window] Focus (2); allowing them to scan the astral plane more
or less at will. In addition, the eye is a Unique Enchantment, with a Force
3 free ally spirit bound within. The ally possesses the Astral Gateway power,
and can use it on the magician bonded to the Astral Eye.

Finally, the Astral Eye uses a Rune enchantment: it only functions when
placed within the empty eye-socket of the magician who has bonded the focus
(no Essence loss required.) The Eye can be removed with a free action, but
doing so immediately de-activates the Eye.

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Witchbane
Witchbane is a powerful magical binding spell, used by some secret initiatory
groups as a punishment for those junior members who have transgressed the
strictures of the society but who are too useful to let go; and by some lenient
governments for minor offenders. Particularly malicious and old-fashioned
magicians have also been known to inflict this treatment on their apprentices,
to make them work harder; and some adepts and mundanes who regularly oppose
spellcasters undergo the rite as well.

The Witchbane is a complex and painful ritual, involving the shaving of
all body hair, and the removal of the fingernails. It takes well over sixteen
hours to perform, and involves subtle tattooing of the tips of the hands (especially
where the nails were removed), eyelids, lips, and crown of the head; and
a series of odd, symmetrical scars on the inner arms, legs, back, and belly
(the exact markings are unique for each individual, but are always of mystical
signifigance and geometric in design)

The Witchbane is a Quickened Tattoo Magic Force:6 Mana Static spell; creating
an effective background count around the subject which makes magic use difficult
at best.

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The Leyman's Compass
This appears to be an ancient brass compass, although the magnetized needle
is hopelessly misaligned and swings wildly at the slightest magnetic field.
Canny users know to flip up the uesless lid and reveal a modern GPS unit,
pre-loaded with a complex satellite-imagery map of the British Isles; liberally
annotated with a finely detailed map of the ley lines of the British Isles.

The compass is a Unique Focus, wherein is bound a Force 2 ally spirit with
the Sorcery power uses its Detect Magic and Analyze Magic spells to continually
scan the surroundings for ley lines and update it's map.

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AirJesus SneakersThese stylish pumps feature a pleasing mix of kabbalistic and Christian
theurgy symbols, and are said to be made from Hellcow leather filled with
cockatrice down. Now featuring rims!

The AirJesus Sneaker-pumps constitute Anchoring Focus (3) [Gecko Crawl],
and a Unique Enchantment containing a free Force 1 Ally Spirit with the 3-D
Movement power. Featuring a runic enchantment to only activate while both
shoes are worn, the user can walk on water, walls, even stride through the
air itself!
Warning: Some models may contain and imp which attempts to convince the
user they are the son of God; regardless of race, religion, divinity, or
gender.

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The Black SwordThis two-handed greatsword is of an unknown design, superficially similiar
to both the great Scottish blades of the 15th century, but possessed of ornaments
completely alien to that locale and time period. Indeed, the intricate runic
designs and ornamental embellshments on the blade, hilt and guard correspond
to no known historical culture. Although the runic inscriptions on the blade
itself bear resemblance to established rune-systems, there appears to be no
true correspondance. Scholars have suggested that the blade was designed to
appear to come from an ancient, alien culture, citing as credence the unknown
black metal it is made of, the obvious artificial language of the runes,
and the curious and unique embellishments and style, which would require modern
technology to properly fabricate. Unfortunately, the magical nature of the
blade has so far disallowed proper metallurgical testing.

The Black Sword is the prison of a powerful toxic spirit of man, with a
Force and Spirit Energy of 12. Every time the blade strikes, the spirit uses
its Essence Drain and Karma Drain powers on the victim, drinking their very
spirit. It suffers from Essence Loss, and thus seeks to feed at every opportunity
(at any time, the Black Sword's spirit may attempt a Contest of Wills with
the wielder, as it twists in their grasp to slay the nearest sentient...or
the wielder, if there are no others nearby).
The blade may be bonded as a Weapon Focus(12), and the spirit will aid the
wielder's sorcery with its Aid Power, in the manner of an ally spirit.

The spirit within the sword may, if the wielder allows, possess the wielder
for a short time. During this possession, the wielder is effected by Enhanced
Attributes equal to the Force of the spirit, has an effective Edged Weapons
(Sword [The Black Sword]) skill of 12, and is in a constant exultant, cruel
beserker state. If the wielder at any time loses contact with the sword, the
possession immediately ends. Otherwise, it continues until the wielder makes
a successful Contest of Wills, or the Sword's Essence reaches 0.

Rumors hint that the Black Sword may be made to "bleed" (a function of the
spirit's Wealth power), and that drinking the resultant blood transforms the
wielder into a being similiar to a Vampire Pawn. The immortal unfortunates
often quickly become enslaved to the sword, little better than mass-murdering
monsters sustained by the sword's essence alone. They are derogatively (but
fearfully) referred to as "Sword Wraiths."

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The Book of Infinite SpellsOriginally crafted by a very minor enchanter who happened upon the newly-freed
ally spirit of a recently deceased mage-librarian, this heavy book is filled
with more than a thousand spells, each one to a page and of widely different
languages, styles, traditions, and schools. Now if only there was an index...

A relatively weak Force 1 free ally spirit (called Erasmus) is bound to
this heavy tome, which also serves as a Force 3 free spirit focus (for Erasmus
only). Whenever the owner of the book asks, Erasmus must use its Wealth power
to create the formula for a spell within the book. Unfortunately, Erasmus
is not the most powerful of spirits. Therefore, all of the spell formulae
in the book are relatively minor. Furthermore, unless specified at the time
of being asked to create them, Erasmus chooses the tradition andlanguage of
the spell formula at random. A magician in possession of the Book of Infinite
Spells may therefore, with 1d6 minutes of study(Erasmus refuses to help),
discover any Force 1 spell. However, there is only a 1d6 chance that the spell
is in the same tradition as the magician, and thus must be translated as
normal.

Some magicians have erronously stated that the book actually casts spells
if the formulae are written aloud. The truth of this is that Erasmus was once
bedevilled by a much more powerful imp, who learned all of the spells in
the Book and would cast them as the magicians read them...often to mischevious
ends. The current owner of the book, who had ended up needlessly married because
of a "Detect Pregnancy" spell cast by said imp, managed to seal the imp in
a warded thimble, and then (at some cost) arrange for it to be taken on a
shuttle headed into low-earth orbit. Whether the imp managed to survive the
mana warp at those velocities is unknown.

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The Hermetic Seal
A popular service recently come into vogue among certain circles, the Hermetic
seal is a large warding sigil drawn in henna on the torso, arms and legs of
the client. The cost of the service is reasonable, based on the strength and
duration of protection required. Permanent versions are sometimes available
upon request, although the cost is commensurate.

Essentially, this new side-line for entrepreneurial magicians affixes a
temporary ward to a metahuman subject, using henna or other strong dyes,
mixed with the necessary thaumaturgical reagents, to draw out the warding
symbol (usually the geometric signs of the Seal of Hermes.) This seal is
popular among mundanes and adepts who are afraid of unwilling possession,
and saw a spread of popularity in Hong Kong during the long duration of the
astral shallow there (with sporadic astral rifts fuelling the paranoia about
random spirit possession). Astral projection is not possible without first
breaking through the ward, but the ward is "polarised" to allow astral perception
to work normally.

Costs are standard for creating a ward, the typical force is 3, with stronger
wards being more rare and usually only for the longer-lasting protections.
The so-called "permanent" ward is actually a quickened tattoo magic version
of the Force:6 Spirit Barrier.

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The Ace of WinchestersA sleek, classic Winchester rifle, made of bright steel and dull gems
that seem to burn when the light catches them right. There are three notches
along the ivor-inlaid stock.

Rumors has it the Ace of Winchesters was made during the abortive second
Texas Republic by one of the Rangers, built from metal from the Heavens and
gems from the earth and the bones of saints to kill the dark spirit of the
Aztlaners. Some even claim the Ranger sold his soul to make the rifle.

The Ace of Winchesters is actually a Force 8 ally spirit, whose summoner
gave it the form of a classic Winchester rifle. Seamus O'Grady, the summoner,
rents out the ally spirit as a weapon, quietly encouraging the legend he's
built up around it. The Ally Spirit is dual-natured at all times while "on
assignment."

O'Grady came up with the idea after finding an astral construct of a set
of bullet-casting tools in an abandoned mine. He sends spirits searching far
and wide across the astral, bringing him other astral constructs made of
metal, smelting them into bullets for the Ace of Winchesters with the aid
of a fire elemental and the tools.

Renting the Ace of Winchesters costs 10,000 CAS dollars per diem, paid in
advance, and comes with three "astral bullets" and a box of ten silver bullets
for more ordinary fare. Once the time-or the bullets-are used up, the Ace
of Winchesters returns to O'Grady.

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The Bone MachineDozens of skulls propped up on corroded chrome poles, entwined with wires
down into the black, featureless plastic of the Electric Altar. Jacked into
the bone machine lies a magician, listening to the quite susurrus of spirits
teaching him...

A work-in-progress, as they say. Michael Perez was your average otaku dwarf,
minding his own business, when SURGE hit and suddenly he Awakened. The experience
was a bit much for the young technomancer...and he flipped. The result is
the Bone Machine.

Over a dozen spectres and apparitions have been bound into the weirdling
computer known as the Bone Machine; Michael thinks he's communing with the
spirits of the dead magicians whose skulls he's wired up into the computer.
The truth is that the "computer" does nothing except store Michael's hermetic
library (Rating 8, which he's copied from sources all over the Matrix. However,
when Michael (or anyone else) jacks in to the computer, they can indeed communicate
with the bound spirits. The respective attitude and knowledge of each spirit
varies in helpfulness and usefullness, but each one is bound to answer and
teach as best they can. One or two of them were even magicians in their past
lives, or developed spell-casting abilities later, and have been instrumental
in teaching Michael how to initiate and make the most of his abilities...although
Michael's isntability is such he sometimes confuses these things.